I wrote the first draft of this game to participate in a fun role-playing design contest held in the Endeavor forum at the Forge by M. K. Adams in March, 2008. His requirements were to use Double Dice in a goals-consistent way, to keep the rules down to two-pages, to make the game “metal,” and to make him throw the horns.

Seth Ben-Ezra won the contest with his contribution Wuxia Melodrama, barely edging out Eero Tuovinen’s truly metal Missä miehet ratsastaa. My draft was too lengthy and not metal in the slightest, mainly because I saw the Double Dice, got all excited, and failed to notice any of the other parameters. Therefore, rightly, I didn’t have much chance to win the contest, although M. K. did throw the horns.

I was intrigued enough by what I’d done to brush it up a little. It’s a role-playing game which utilizes a Game Master and preferably at least three other players, each of whom creates and plays a single character. Creatively, it was inspired by my frustration with a life-style pattern I’ve observed over the years among members of my favorite hobby.

If you’re interested, give this Playtest draft a try. My current questions are:
How hard is it to establish and keep to the adversity rules?

Should a GM have lists of components and events to work from, or is the current laissez-faire method sufficient?

Is working out who rolls vs. whom easy or stalling-out?

Is the imagined fiction nice and strong throughout play?

Are both instar and person outcomes reasonably likely?

Is the whole thing re-playable at all?

Are the numbers for powers and skills too fiddly to track?*

* In fact, if you want, try this alternative: jettison the target numbers and only use the greater/lesser concept for success or failure. Keep track of how many times an Instar beats a skill (within a character) and vice versa. A skill is canceled by a single Instar defeat; an Instar is canceled by three skill defeats (doesn’t have to be the same skill).